Cloud Strife (Final Fantasy)

The combination of Jenova cells, Sephiroth's strong will and my own weakness are what created me. Everyone knew that. I'm... Cloud... the master of my own illusionary world. But I can't remain trapped in an illusion anymore. I'm going to live my life without pretending.

„

~ Cloud Strife

“

I pity you. You just don't get it at all. There's not a thing I don't cherish!

„

~ Cloud Strife

Contents

Summary

Cloud Strife is the main protagonist in Final Fantasy VII and Final Fantasy VII: Advent Children, and also appears in the spin-off games of the Compilation of Final Fantasy VII, with a minor appearance Dirge of Cerberus -Final Fantasy VII- and supporting role in Crisis Core -Final Fantasy VII-.

A former high ranking member of SOLDIER, the Shinra Electric Power Company's elite private military, Cloud abandoned the unit following an incident during a mission, five years ago where Sephiroth, a fellow SOLDIER and once his hero and Shinra's greatest champion, went insane and destroyed Nibelheim, Cloud's hometown, leading to a confrontation between the two that ended with Sephiroth's disappearance. Nowadays, Cloud works as a simple mercenary with no real moral code nor ideals, taking any job for the right price. His work led him to be meeting again an old friend, Tifa Lockhart, and hired by the anti-Shinra extremist group, AVALANCHE, led by Barret Wallace. Now Cloud must work to take down his former employers alongside a group that doesn't trust him, fighting for a cause he has no interest in.

Things aren't as simple as they seem for Cloud, though: his arrogant demeanor and cocky attitude are but a mask hiding many questions, his story is filled with holes and inconsistencies that can't properly reconcile what really happened and what he remembers, and the image he tries to project often comes at odds how he naturally acts. As his journey goes on, the reappearance of Sephiroth drives Cloud on a quest for revenge that sheds light on who he is, the true events of the past and the real value he holds as a person, understanding what strength and bravery really are.

Attack Potency:Solar System level (Was instrumental to the defeats of Jenova and Sephiroth) | Solar System level, likely higher (Has become stronger since the events of the original game, something Sephiroth acknowledges. Despite suffering from Geostigma a much more severe condition than the rest of the party, who had also grown weaker, he could hold his own against the three Remnants of Sephiroth at once, while Tifa was completely outmatched against Loz by himself. Once cured, he easily defeated Kadaj once he began to dual wield. His Limit Breaks can handily one-shot enemies who can shrug off his regular attacks, such as Bahamut SIN and Sephiroth himself, who effortlessly blocked the original Omnislash) | Dwarf Star level to Solar System level (Higher tiered summons like Typhon and Knights of the Round are capable of these levels of power. Knights of the Round are superior to Bahamut Fury whose pocket dimension is of this size)

Speed:Massively FTL+ (Capable of keeping pace with Sephiroth and Jenova, characters who, in all their incarnations, are far stronger than Bahamut Fury) | Massively FTL+, likely higher (While infected with Geostigma he could keep up with the three Remnants of Sephiroth at once before being outmatched. Once cured he easily outpaced Kadaj in their duel. Advent Children Sephiroth couldn't properly react to Omnislash Versions 5 and 6, despite previously controlling the pace of the fight with little effort) | Likely Massively FTL+ (The stronger Summons should be comparable to Bahamut SIN, who could fight the party in their weakened state, and superior to Bahamut Fury)

Striking Strength:Solar System Class (Capable of injuring Jenova and Sephiroth's strongest forms with physical and magical attacks. Several of his Materia combinations ignore durability) | Solar System Class, likely higher (Stronger than before, once cured of Geostigma. While still infected, his Limit Breaks could one-shot Bahamut SIN who was unaffected by the weakened party's combined attacks, and at full power his new Limit Breaks, Omnislash Versions 5 and 6, could defeat Sephiroth in one go) | Dwarf Star Class to Solar System Class (High-tier Summons range between these levels of power, with the Knights of the Round being stronger than Bahamut Fury)

Durability:Solar System level (Survived the awakening of four of the six Weapons in the Northern Crater without apparent injury, and withstood Sephiroth's Supernova) | Solar System level, likely higher (Stronger than he was before. Went through Bahamut SIN's Petaflare unharmed and endured Sephiroth's Octaslash when just moments before Sephiroth's slashes could easily parry the original Omnislash) | Likely Solar System level (Higher tier Summons should be superior to Bahamut Fury and comparable to Bahamut SIN, who resisted a weakened Cloud's regular attacks but fell to his Limit Breaks. However, Cloud's other Summons simply attack and retreat, so durability may not be relevant)

Stamina: Extremely high. From fighting entire gauntlets of monsters, for what seem to be hours, with no sign of exhaustion, to clashing with powerful enemies under extreme conditions, such as fighting off the Remnants of Sephiroth while afflicted with Geostigma, a fatal disease whose symptoms include extreme fatigue and bouts of intense physical pain; as well as being able to keep going against Sephiroth despite sustaining heavy injuries, including being wounded in vital organs.

Range: Extended melee range with his swords. Dozens of meters with Limit Breaks, much higher with Materia.

Buster Sword: By far Cloud's most iconic weapon. This massive broadsword with a single edge was formerly wielded by Angeal Hewley and then Zack Fair, who passed it to Cloud in his final moments, naming Cloud his legacy.

Ultima Weapon: Cloud's strongest sword in the original game, obtained after defeating the Ultimate Weapon. This large two-edged blade has the power to increase Cloud's physical might several times when he's at full health. The effect remains active if Cloud sustains damage, but the more he is hurt the weaker the boost will become. If Cloud's health is too low the weapon will hinder his attack instead.

Fusion Sword: In Advent Children Cloud returns the Buster Sword to mark Zack's grave and begins using this weapon: six smaller swords that can combine into a large blade resembling his original Buster Sword. Cloud has demonstrated excellent use of not only the complete sword but also the smaller and different shaped blades, by separating them mid-combat and switching to different fighting strategies.

Ribbon: A red ribbon Cloud keeps tied in his left arm, in honor to his fallen friend, Aerith. The Ribbon has a mysterious power that protects its wearer from all of the game's Status Ailments.

Fenrir: Cloud's motorcycle from Advent Children onward, given by an unidentified person in exchange for free food and drink for life at the Seventh Heaven bar. The vehicle has been modified to suit Cloud's tastes, given an armor to withstand combat and compartments at its sides where Cloud can store the separated blades of the Fusion Sword.

Materia: Rarely, the Spirit Energy of Lifestream may be particularly abundant in an area on the Planet's surface, and for years it can concentrate in that certain spot to then condense and crystalize, eventually becoming Materia. In the modern day, the Shinra Electric Power Company artificially manufactures Materia through their extraction of Mako, the term they've given to the Spirit Energy they've extracted through reactors. Contained in it is the wisdom of the Cetra, an ancient race who were spiritually connected to the Planet and knew how to access its powers. Materia allows the access to this knowledge to be able to call upon those powers, just like the Cetra did, in many different ways, most notably Magic. There are different kinds of Materia, represented by different colors: green (Magic), red (Summoning), yellow (Commands), blue (Support) and purple (Independent). Materia can be equipped in many different ways: Cloud and the party slot them into their weapons and armor, Vincent can additionally put them in keychains attached to his guns, Zack can carry up to six in his person, while the Remnants of Sephiroth, due to their nature, can absorb them directly into their bodies.

Note: While On the Way to a Smile - Episode: Yuffiereveals that Cloud took the party's Materia for safekeeping and Advent Children shows a large collection under his possession, there isn't much canon information about the specific ones they own, beyond the ones obtained through the story in the original game:

List of Materia Obtained in the Story

This list contains all the Materia that is obtained by going through the story dungeons or are otherwise stated to be obtained canonically in official materials. Materias that are obtained in side-quests only without any mention or connection made in side materials, need to be bought or are found by going out of the story path are excluded. Enemies mentioned here are either bosses, scripted story encounters or common enemies in obligatory areas, as well.

All: Obtained in Shinra Headquarters, part of Red XIII's starting equipment. Allows Area of Effect attacks.

Sense: Obtained in Shinra Headquarters, part of Red XIII's starting equipment. Allows to Scan the capabilities and weaknesses of enemies.

Enemy Skill: Obtained in Shinra Headquarters, after defeating Sample H0512. Allows learning specific abilities from enemies for personal use. The following abilities are likely to be learned during the story:

Frog Song: Learned from Toxic Frogs in the Temple of the Ancients and Christopher in the Northern Crater.

Bad Breath: Learned from Malboros in Gaea's Cliff and the Northern Cave.

Aqualung: Learned from Jenova*LIFE at the Forgotten City and the Serpent in the Sunken Gelnika.

Trine: Learned from the Materia Keeper in Mt. Nibel, Godo in the Wutai Pagoda and Stilvas in Gaea's Cliff.

Magic Breath: Learned from Stilvas in Gaea's Cliff and Parasites in the Northern Cave.

Death Sentence: Learned from Sneaky Steps and Gi Spectres in the Cave of the Gi, and Boundfats in Corel Valley.

Shadow Flare: Learned from Dragon Zombie in the Northern Crater and Safer Sephiroth in the Planet's Core.

Pandora's Box: Learned from the Dragon Zombie in the Planet's Core.

Note: This list includes scripted encounters and common enemies among areas the party has to go through in the story. Enemies hidden in optional areas, those who require the Manipulate Command to learn their Skill, or special cases like the Midgar Zolom (who the story encourages the player to avoid instead of fighting head on) are left out.

Long Range: Obtained in Mithril Mines, lying around. Allows to deal full damage regardless of the row and reach faraway enemies with regular attacks.

Shiva: Junon, a gift from Priscilla after saving her from Bottomswell. Summon Shiva to deal Ice damage on all enemies.

All: Obtained in the Cargo Ship, next to the spot where Yuffie was. Allows Area of Effect attacks.

Ifrit: Obtained in the Cargo Ship, after defeating Jenova*BIRTH. Summon Ifrit to deal Fire damage to all enemies.

Transform: Obtained in the Gold Saucer, part of Cait Sith's starting equipment. Bestows Toad and Mini.

Manipulate: Obtained in the Gold Saucer, part of Cait Sith's starting equipment. Allows to take control of an enemy

Added Effect: Obtained in the Cave of the Gi, by exploring its paths. Weapons inflict status ailments, while armor protects from them.

Gravity: Obtained in the Cave of the Gi in Cosmo Canyon, after defeating Gi Nattak. Bestows Demi (Gravity), Demi2 (Gravira) and Demi3 (Graviga).

Odin: Obtained at the Shinra Mansion, after defeating Lost Number. Summons Odin: may instantly kill all opponents, otherwise non-elemental damage. While the Shinra Mansion is a sidequest, it is how Vincent is recruited into the party, and, as the compilation shows, him joining is canon. Furthermore, defeating Lost Number gives the Basement Key, along with Odin, to reach Vincent in the first place. Side materials also acknowledged the encounter with Sephiroth in the Mansion as canon, for which obtaining the key guarded by the Materia Keeper is necessary.

Destruct: Obtained at the Shinra Mansion, left by Sephiroth's copy. Bestows DeBarrier, DeSpell (Dispel) and Death. While the Shinra Mansion is a sidequest, it is how Vincent is recruited into the party, and, as the compilation shows, him joining is canon. Vincent also will not join until after the encounter with Sephiroth in the library of the mansion, meaning this Materia is obtained story-wise. Side materials also acknowledge this encounter with Sephiroth as canon.

All: Obtained in Mt. Nibel, room of the Materia Keeper. Allows Area of Effect attacks.

MP Absorb: Obtained in Wutai while looking for Yuffie. She steals it as well but returns it once the sidequest is over. User can absorb 1% of the damage inflicted as MP. While Wutai is a sidequest, Yuffie joining the team is canon, as the compilation shows, so the events indeed took place within the story.

Leviathan: Obtained in Wutai, a gift from Godo for clearing the Pagoda. Summons Leviathan to deal Water damage to all enemies. While Wutai is a side-quest, as the compilation shows, Yuffie joining the party is canon. Furthermore, Yuffie's profile in the 10th Anniversary Ultimania acknowledges the Wutai and the Pagoda, as well as does mention her All Creation Limit Break, which is obtained by defeating Godo and clearing the Pagoda.

Morph: Obtained in the Temple of the Ancients, before the Spring with Sephiroth's vision. Turn defeated enemies into items.

Bahamut: Obtained in the Temple of the Ancients, after defeating the Red Dragon. Summons Bahamut to Non-Elemental damage to all enemies. Ignores Defenses.

Comet: Obtained in the Forgotten Capital, atop of the building with the gate leading where Aerith is praying. Bestows Comet and Comet2 (Cometeor). The English Script included in the Collector's Set for the Advent Children movie reveals that Yazoo and Loz used Comet among the Spells cast in their suicide attack at the end of the movie. Given the Materia the Remnants of Sephiroth used in the movie were stolen from Cloud, it would mean Cometn was in his possession since the original game.

MP Turbo: Obtained in the Whirlwind Maze, after defeating Jenova*DEATH. Increases the cost and power of Spells and Summons by up to x1.5 depending on the level of the Materia.

Contain: Obtained in Mideel, by feeding the Sylkis Greens to the white Chocobo. Bestows Freeze, Break, Tornado and Flare. While the Materia does seem out of the way at first, the English Script included in the Collector's Set for the Advent Children movie reveals that Yazoo and Loz used Flare, the last ability taught by this Materia, among the Spells cast in their suicide attack at the end of the movie. Given the Materia the Remnants of Sephiroth used in the movie were stolen from Cloud, it would mean Contain was in his possession since the original game.

Ultima: Obtained in Corel from the boy as thanks for stopping the train with the Huge Materia or sold if the train wasn't stopped. Bestows Ultima.

Phoenix: Obtained in Fort Condor, protecting the Huge Materia for Shinra after the Condor dies and the egg hatches. Summons Phoenix to deal Fire damage to all enemies and raise all fallen allies at full HP.

Double Cut: Obtained in the Sunken Gelnika. Bestows 2x and 4x Cut, which allow several almost simultaneous physical attacks. While the Sunken Gelnika is a sidequest, it is where Cid's Highwind Limit Break Manual is found. Side Materials acknowledge Cid's Highwind as a move he possessed, which can be taken as the visit of the Sunken Gelnika taking place within the story events.

Hades: Obtained in the Sunken Gelnika, room with the destroyed ship. Summons Hades to deal Non-elemental damage and inflicts Poison, Sleep, Confusion, Silence, Frog, Small, Slow, and Paralysis. While the Sunken Gelnika is a sidequest, it is where Cid's Highwind Limit Break Manual is found. Side Materials acknowledge Cid's Highwind as a move he possessed, which can be taken as the visit of the Sunken Gelnika taking place within the story events.

Bahamut ZERO: Obtained in Bugenhagen's observatory in Cosmo Canyon after leaving with him the Huge Materia, by inspecting the Huge Materia. You need to have Bahamut and Neo Bahamut with you to obtain it. Summons Bahamut ZERO to deal Non-elemental damage to all enemies. Ignores defense.

HP Absorb: Obtained in the Northern Crater in the cliff descent area. Absorbs 10% of the dealt damage as health.

Note: The following Materia are found after the party needs to split in the Northern Crater. While it seems optional at first, it's precisely given that the party splits in the previous section and that the game plays as if the group went through the different routes that the possibility that the parties, aside Cloud's, finding the Materia in each section is not unlikely. Moreover, depending on the routes taken, the party members may give Cloud the Materis found around the Northern Crater right before entering the Planet's Core.

Shield: Obtained in the Northern Crater in the Swamp Area. Bestows Shield.

W-Magic: Obtained in the Northern Crater, past the swamp area, in the path of the room with the glowing core. Allows casting two spells simultaneously.

Counter: Obtained in the Northern Crater, past the swamp area, in the glowing core of the following cavern. Allows countering an enemy move with the paired Command Materia.

Mega-All: Obtained in the Northern Crater in the caverns after the Swamp Area, next to a Lifestream waterfall. All abilities become Area of Effect moves.

Magic Counter: Obtained in the Northern Crater in the Lifestream waterfall following the Swamp Area. Allows to counter an enemy move with the paired Magic or Summon Materia.

Bahamut SIN: While how exactly Cloud obtained this Materia is unknown, the Advent Children Staff Commentary and the Reunion Files confirm that when Kadaj called this Summon he was using one of the Materia he stole from Cloud. It can be speculated that it was found between the events of the original game and Advent Children during the travels as part of his job in the delivery service. Summons Bahamut SIN, the only Summon in the Compilation, so far, that stays to fight in the real world instead of drawing targets to unleash a single move.

Intelligence: Gifted. From the very beginning, even as an infantryman, Cloud displayed immense skill and natural talent for swordsmanship and battle. This, furthered by his military training and the memories inherited from Zack, led Cloud to have full grasp of every aspect of combat and strategy; including Magic,the use of Materia,Limit Breaks, and measures for Elemental Attributes and Ailments, among many other aspects, to the point, that by very early in the story, he could already easily defeat actual SOLDIER members. His knowledge became considerably more extensive thanks to his travels and encounters with more dangerous and powerful enemies, to the point he eventually branched from emulating Zack's fighting style into creating his own with the Fusion Sword, which includes expert use, in several different ways, of its various blades of different shapes and sizes. This eventually continued even after the events of the original game, with his delivery service requiring him to keep facing monsters and other dangers during the two years before his battles in Advent Children.

Weaknesses: Cloud must be pressed in a battle to use his Limit Breaks, so most of the time he can't use them right away or in succession. After the events of Final Fantasy VII, he has become moody and depressed over his failure to protect Aerith, Zack's sacrifice to protect him and being unable to help Denzel's fatal condition, Geostigma. Along with this poor disposition, the presence of Jenova Cells in his body led him to contract the disease himself and his performance in combat suffered noticeably as a result. However, having coming to terms with his failures and letting go of his burdens by the end, as well as being healed of the Geostigma, his strength and will to fight are back and stronger than ever.

Notable Attacks/Techniques:

Limit Breaks are powerful special moves Cloud can perform in battle. All living beings have a portion of the Spirit Energy that flows through the Lifestream in themselves, when this energy raises to its limit it eventually aligns and overflows allowing to go beyond the user's normal capabilities and reach a much greater power, just as their name indicate. Limit Breaks are affected by emotions, intense ones such as rage can lead to attaining the state to use these moves much faster than usual.

A proof of their power can be seen in Cloud's battle against Bahamut SIN: his regularattacks did little more than annoy the Summoned Beast, however his Braver Limit Break could scar its face and knock it off the air, sending it plummeting to the ground, while Climhazzard could destroy Bahamut with a single use.

Level 1:

Braver: Cloud jumps into the air before cleaving an opponent in two with a powerful single vertical strike.

Cross Slash: Cloud slashes an opponent three times, drawing the kanji for “bad luck” with his Spirit Energy, while also inflicting Paralysis on them.

Level 2:

Blade Beam: With a swing of his blade, Cloud fires a wave of Spirit Energy at an opponent, which upon impact scatters into weaker beams that home on the remaining enemies.

Climhazzard: Cloud lunges at an opponent and runs his sword through them, then jumps into the air to follow with an upward slash to slice the enemy in two, leaving a trail of red Spirit Energy from his sword.

Level 3:

Meteorain:Cloud spins his sword creating a small whirlwind and then jumps into the air to shoot six meteor-like bolts of Spirit Energy at his opponents with a swing of his blade.

Finishing Touch: Cloud creates a tornado around himself and proceeds to send it to his enemies with a sideways swing. The tornado lifts them to the sky, pulverizing them or inflicting heavy damage if they can avoid being immediately destroyed. Notably, this instant death effect will affect robotic enemies and ghosts unless they explicitly resist it.

Level 4:

Omnislash:Cloud's original ultimate Limit Break. A stream of wind engulfs Cloud as he holds his sword in front of him while it emits a powerful light as it overflows with his Spirit Energy, then rushes towards his opponent before unleashing an onslaught of fourteen critically damaging blows in a vicious assault. Cloud follows by leaping into the air, charging the Spirit Energy on his sword one more time, and brings it down for one final slash to finish his opponent creating a blast from the released power.

Unclassified Level:

Omnislash Version 5: Cloud separates the Fusion Sword into its six component blades that float around his opponent. His Spirit Energy then starts to overflow from his body, taking an orange glow, before dashing past the target at incredible speeds that leave foes as fast as Sephiroth unable to react. With a trail of afterimages in his wake, Cloud grabs a different blade to attack his opponent again. He repeats this motion until he collects all six blades, upon which he finishes his target with a single strike from above and the disassembled swords fall to the ground around him, with the First Tsurugi falling into his hand.

Omnislash Version 6: A longer variation of Omnislash Version 5 that appeared in Advent Children Complete, Cloud is engulfed in a blue aura before enacting Omnislash Version 5, striking the target multiple times with each additional sword, leaving a double made of energy, and right before he delivers the final blow, these doubles charge through the opponent, for a total of thirteen devastating attacks.

Non-Canon

CherryBlossom:A Limit Break first appearing in Final Fantasy Tactics and making a return in Dissidia Final Fantasy NT. Cloud concentrates his Spirit Energy for a moment and conjures elemental energy through his sword and strikes the enemy at their location with a powerful barrage of lightning, ice and fire in succession, emulating the Kujata Summon. While this Limit Break does not appear properly in the Compilation of Final Fantasy VII, Cloud's appearance in Final Fantasy Tactics hasbeendiscussed by side-materials as legitimate, thus raising the possibility of him having this skill.

Accessed through the Green Materia, this allows the wielder to access the wisdom of the Ancients, the Cetra, and the connection they shared with the Planet to use its powers and manifest all sort of incredible powers. These can range from offensive manipulation of the elements, to support effects and even powerful healing abilities. While each Magic Materia normally allows the use of a specific set of spells (such as Lightning allowing to use Bolt, Bolt2 or Bolt 3; or Mystify granting Berserk and Confu, both mind affecting spells), there exists the Master Magic Materia, which grants the user every spell in existence with the exception of the one of a kind Holy and Meteor.

Bio3 (Bioga): The user cast large bubbles of venomous liquids that drown the enemy to inflict heavy damage and leave them poisoned.

Demi3 (Graviga): A powerful gravity well is created to drag and crush enemies within it. This spell cannot be reflected.

Comet2 (Cometeor): Calls forth several small meteors from outer space to strike the enemy four times. This spell cannot be reflected.

Death:A spell that conjures a Grim Reaper to instantly kill an opponent. This spell can affect robotic enemies and ghosts unless they explicitly resist instant death.

Tornado: A spell that creates a powerful twister on an opponent. May inflict confusion.

Freeze: A sudden cold surrounds an enemy and then they’re instantly encased in ice, freezing its surrounding area as well. May inflict Stop.

Break: Rock is materialized around the opponent and proceeds to crush them, turning them into stone as well. May inflict Petrification.

Flare: The user causes a nuclear reaction by making the atoms of the target collide with each other, resulting in a powerful explosion of extreme heat to completely incinerate an opponent.

Ultima: The most powerful Black Magic Spell in the story after Meteor itself. A massive energy wave that strikes a wide area for non-elemental damage. The spell cannot be reflected.

Healing:

Cure3 (Curaga):The user can restore a large amount of health to themselves or their whole party.

FullCure: An incredibly powerful healing spell that will restore to full health the user or one of their allies. Cannot be reflected.

Regen: An assist spell that allows the user to gradually recover health over time automatically. The speed of the regeneration may vary depending on the speed of the target's time, under the Haste status it's doubled, under Slow it's halved and under Stop the regeneration halts until time flows again.

Life2 (Arise): Healing magic that brings back a critically wounded ally from near death and restores them to full health.

Haste: This spell doubles the speed of the time of the user or their allies.

Wall: A powerful defensive magic that grants the effect of both Barrier and MBarrier at once, halving both physical and magical damage.

Reflect: Casts a magical barrier that reflects all non-physical attacks at the enemy, even those which aren't specifically magic unless they have barrier piercing properties. Will activate four times before wearing off.

Shield: An extremely powerful defensive magic that protects the user from all elemental damage they can access through Materia, as well as all physical damage from slashes, gunfire, stabbing and blunt force. However, the spell prevents the user from healing themselves outside regeneration and wears off after a while.

Resist: Another powerful defensive spell. The user locks their current state, preventing any status effect from affecting them, but also from having those already inflicted on them being healed. Temporary beneficial boosts can wear off under this condition.

Distruption:

Slow:This spell halves the speed of the opponent’s time, cutting their overall speed altogether by half.

Stop:A spell that stops the time of an opponent, effectively freezing them and leaving them helpless.

Toad: A spell that turns enemies into helpless frogs, reducing their Physical Attack and leaving them unable to use any abilities outside normal attacks and items.

Mini:This spell reduces the size of the opponent and their physical power is lowered to the point they deal almost no damage.

Silence:Disables the use of the voice, preventing the use of any ability that requires sound, words or vocal commands, such as Magic, Summoning, Singing, Prayers, Speechcraft, etc.

Berserk: The enemy is induced into a state of rage where all they can do is relentlessly use physical violence, unable to use any special abilities. Their attack is increased by x1.5.

Confu (Confuse): A spell that interferes with the mind of the opponent, leaving it in a chaotic state, only able to attempt to fight by using abilities and doing actions at random without rhyme or reason.

DeBarrier: A spell that can disable most barriers and shields, even if they aren’t magical in nature, so long as they aren’t physical. Cannot be reflected.

DeSpell (Dispel): This spell can disable any magical or special modifications the enemy grants himself, even barriers like those disabled by DeBarrier, however modifications to statistics are unaffected unless they are a special state or status. Cannot be reflected and can work on both beneficial and detrimental modifications.

Other:

Escape: A spell to flee from battle. The caster teleports their allies and themselves away from danger.

Called by the Red Materia, this Materia allows the user to summon otherworldly entities who take their opponents into an alternate dimension where they unleash a devastating attack. The attacks of all summons share two common traits: they target all enemies, and cannot be reflected. Most Red Materia may call only the Summoned Beast they're named after, however, the Master Summon Materia allows the user to call any Summon they desire.

The list of Summons include:

Elemental:

Alexander – Judgment: Calls the ancient sacred mechanical giant from beneath the earth who blasts the enemies with a beam of holy light.

Ifrit - Hellfire: A pillar of fire violently burst from the ground and a roaring demon flies up from the eruption. For a moment he stares at the enemy as flames ignite from his mouth. He leans forward and his whole body is engulfed in a fire before charging at full speed at foes, going through them and leaving a massive inferno behind.

Kujata - Tetra Disaster: Suddenly a massive storm of red lightning bolts strike down on enemies, before turning into a cold that encases them into a giant block of ice, which shatters and the fragments become flames that engulf and burn the opponents, before receding and gathering in front of the enemies. Suddenly, from the flames, a huge bull-like beast appears and slams the ground with its forelegs creating violent shockwaves that strike the opposing party, before disappearing.

Leviathan – Tidal Wave:The great serpent of the sea emerges from a sphere of water and calls a massive wave to consume all enemies.

Phoenix – Phoenix Flame: Summons the undying bird from its flames, born from a single tear, to emit its searing light and burn away all enemies, reviving all fallen as well.

Ramuh - Judgment Bolt: Lightning bolts strike in a single point from where a cliff raise far above the ground. The figure of an old robbed sage appears atop of the rock formation, who points to the sky with his staff and causes a thunderstorm to fall on all enemies.

Shiva - Diamond Dust: As the snow gently falls, a maiden slowly descends along with it in the middle of light from above. Raising her hand the snow gathers in her fingers and, with a gesture, sends a barrage of ice shards that subjects the area around enemies to Absolute Zero temperatures, violently freezing them.

Titan - Anger of the Land: A mass of ground suddenly bursts up and a giant bursts through the earth. He slams his hands against the floor and lifts the earth itself to turn it over on the enemies, crushing them.

Status Inducing:

Choco/Mog - DeathBlow!!: A speedy Chocobo charges at the enemy at full speed as its hot-blooded Moogle partner on its mount, cheers on it. Both violently crash the opposing party causing the Moogle to fall of dazed from the impact before its Chocobo friend picks it up and runs off. This attack inflicts Stop on enemies.

Choco/Mog - Fat Chocobo: When summoning with this Red Materia there is a slim chance that instead of the Chocobo and Moogle team, this Chubby Chocobo will show up to shove its chunky shape on shoddy chanced challengers. Stronger than DeathBlow!! but it doesn't inflict Stop.

Hades – Black Cauldron: Summons the mysterious grounds where a cloaked skeletal figure is performing a dark ritual in a cauldron which then erupts into a fog of miasma that curses the enemy. Inflicts damage and the Sleep, Poison, Confusion, Silence, Frog, Slow, Paralysis and Small statuses.

Odin – Steel Bladed Sword (Zantetsuken)/Gunge Lance (Gungnir): Calls forth the legendary knight riding his eight-legged steed Sleipnir, who, under the light of the full moon, charges at the opponents and with a precise and deadly swing of his blade, the Zantetsuken, slices them in two, killing them instantly. If the opponent would resist this technique, he’ll use Gungnir instead for a simple but powerful attack: during a storm, Odin will appear holding a spear instead, and throw it at the sky with such strength that it will split the clouds above, before finally falling on the enemy. Notably, Zantetsuken effect will affect robotic enemies and even and ghosts unless they explicitly Instant Death.

Piercing:

Bahamut – Megaflare: The king of dragons descends from the sky and his mouth sends a powerful blast of energy to destroy all foes. This attack ignores Magic Defense.

Neo Bahamut – Gigaflare: The first advanced form of Bahamut. A force lifts to the sky the ground where the enemies stand, where Bahamut himself waits for them to blast them with a massive beam of energy. This attack ignores Magic Defense.

Bahamut ZERO – Teraflare:The second advanced form of Bahamut, nearing the Planet’s orbit, the six-winged dragon charges and aims a sphere of concentrated light at the surface from outer space, annihilating all enemies in a gigantic explosion. This attack ignores Magic Defense.

Bahamut SIN - Petaflare: The most vicious and monstrous incarnation of Bahamut in the Compilation, descending from the sky in a mass of clouds to violently attack. While it was originally summoned by Kadaj to fight the party, its Summon Materia was in Cloud's possession. Bahamut SIN is a rather unique Summon in that unlike others, it doesn't draw enemies to a different dimension to attack and then retreat, it comes to the real world and stays to fight.

Typhon – Disintegration: This bizarre monster manifests itself from a whirlwind and, with a snort, creates a tornado before turning around a revealing a second face, which upon a command, causes the twister to turn the planet upside down and make the ground collapsed into the sky. This attack inflicts Fire, Ice, Lightning and Earth damage, and ignores Magic Defense.

Knights of the Round – Ultimate End: Calls forth King Arthur and his knights to unleash a relentless assault on the enemy. A portal opens and foes are dragged into an alternate space where each knight charges at them and attacks, be it with magic or weapons, before the king himself appears and with a decisive swing of the Excalibur, finishes the onslaught and destroys the dimension. Hits 13 times, ignores the opponent’s Magic Defense.

Accessed through the Yellow Materia, these are special physical abilities granted to the user in the form of different available Commands and Actions during battle. Like Magic and Summon Materia, every Command Materia normally grants a specific set of skills, however the Master Command Materia grants the user the majority of the available Commands, with the exception of dual actions (W-Magic, W-Summon, W-Item and 2x/4x-Cut), the Slash All ability (which is replaced by its advanced form Flash) and the very special Enemy Skill Materia.

Slash All: An ability that allows the user to strike with their physical attacks a wide area, larger than their usual reach.

Flash (Iainuki): A quick, precise and lethal strike against all enemies that kills them instantly. Based on the Iaijustu art of drawing the sword to attack and sheathing it back.

Dual Commands:

W-Magic: This ability allows the user to cast two spells, be it the same twice or two different ones, simultaneously.

W-Summon: Similar to W-Magic, this allows to call two Summons at once.

Additional Moves:

Deathblow: A low accuracy attack that always deals a critical hit for double damage when it connects.

Manipulate: An ability that allows the user to take control of an opponent and force them to use their abilities, even those the user had no prior knowledge of.

Mime: This command cannot be applied to enemies, rather it allows the user to mimic the actions of their teammates or repeat their own, with no cost. Cannot be used on other people’s Limit Breaks but it does work on the user's own.

Morph: A special attack, much weaker than normal attacks. If an enemy is finished off by this command it will turn into an item instead of being killed.

Sense: An ability that allows the user to perceive the enemy’s capabilities, such as life and magic, as well as their elemental weaknesses.

A special ability accessed through the unique Enemy Skill Command Materia. As the name implies, these are abilities used by enemies, which are learned when the user is directly affected by them. This is Final Fantasy VII's equivalent of Blue Magic.

Many Enemy Skills are available, but the most notable are:

Offensive:

Aqualung:Massive bubbles of water and energy are conjured at all enemies. Along with Leviathan, this is the only Water Element attack available for the party.

Beta: The user conjures a large blast of heat, resembling the resulting mushroom cloud of a nuclear explosion, incinerating all opponents. Cannot be reflected.

Death Sentence: The presence of death is called on an enemy, which manifests itself in the form of a demonic skull. The foe is left with only 60 seconds to live, after which a Grim Reaper will appear and claim their life. It's important to notice, this lapse of a minute follows the time of the affected enemy, as such if their time is sped up the minute will pass faster, conversely if their time is slowed down the counter will too, and if it is stopped, the counter will halt.

Magic Breath: A barrage of multicolored bubbles of light, imbued with Fire, Ice and Lightning properties, is conjured and launched at enemies. Cannot be reflected.

Pandora’s Box:A bizarre, unexplainable technique, which seemingly casts a giant burst of energy in the shape of an interrogation mark in a starry background. Deals heavy non-elemental damage, ignoring the enemy’s Magic Defense.

Trine: The shapes of a pyramid of energy, containing a smaller formation inside holding a powerful electric current, rotating in the position where the enemies are, releasing the stored electricity. Cannot be reflected.

Big Guard: The user casts a barrier that grants him the effect of Barrier, Magic Barrier and Haste at once. Cannot be reflected.

Death Force: Calls a protective force, taking the shape of a demonic looking emblem, which protects the target from Instant Death and Death Sentence. Cannot be reflected, can only be active on one target at once, casting it again will reset the effect on the previous target.

Dragon Force: The user conjures an aura on himself that boosts their Defense and Magic Defense by x1.5 and up to x2.0. Cannot be reflected.

Frog Song: A bizarre melody that turns enemies into frogs and puts them to sleep.

Magic Hammer:A magical hammer is summoned and dropped on the opponent stealing a fraction of their magic and adding it to the caster.

Obtained through the use of Blue (Support) and Purple (Independent) Materia. These are passive abilities or additional effects granted to the user. Support Materia needs to be linked with other Materia types and has an effect that will vary depending on the combination. Meanwhile, Independent Materia grant boosts or new abilities for the user with no requirements to take effect.

Out of all Support abilities, these are notable:

Support Materia:

Elemental This support Materia grants Elemental properties to the user when paired with different Magic or Summon Materia. If slotted in the weapon it will infuse the user's regular attacks with a particular element, while if it's slotted in the user's armor it will protect against elemental damage. To obtain different elements the following combinations are needed:

Fire: Elemental + Fire, Ifrit or Phoenix

Ice: Elemental + Ice or Shiva (who reaches Absolute Zero cold)

Lightning: Elemental + Lightning or Ramuh

Water: Elemental + Leviathan

Wind: Elemental + Choco/Mog or Typhon

Earth: Elemental + Earth or Titan

Gravity: Elemental + Gravity

Holy: Elemental + Alexander

Poison: Elemental + Poison

Added Effect: This support Materia provides Status Ailment related properties to the user when paired with different Magic or Summon Materia. If slotted in the weapon, the user's regular attacks will have a 20% chance of inflicting all the Status Effects that can be caused by the abilities granted by the linked Materia. This is regardless of the user's actual power. Additionally, if the user has the Double Cut or Slash All Materia equipped, each individual strike will give the Status Ailments a chance of taking effect. On the other hand, if slotted in the user's armor it will protect against all the Status Ailments that can be inflicted by the abilities granted by the Materia. The different combinations that lead to different effects are the following:

Added Effect + Contain: Petrify, Stop, Confusion

Added Effect + Destruct: Death

Added Effect + Mystify: Confusion, Berserk

Added Effect + Poison: Poison

Added Effect + Seal: Sleep, Silence

Added Effect + Time: Slow, Stop

Added Effect + Transform: Frog, Small

Added Effect + Hades: Poison, Sleep, Confusion, Silence, Frog, Small

Added Effect + Odin: Death

HP Absorb Allows the user to absorb 10% of the damage inflicted by abilities granted by the paired Materia and heal themselves.

MP Absorb: Allows the user to absorb 1% of the damage inflicted by abilities granted by the paired Materia and recover it as MP.

Quadra Magic: This Materia allows to the user to cast any of the Spells or Summon granted by the paired Materia four times at once, however, the power of said Spell is halved. Cannot be combined with Knights of the Round, except through a glitch.

MP Turbo: The cost of the Spells or Summons granted by the paired Materia is increased, but so is their power. When mastered, the cost and power are increased by x1.5.

Added Cut: When an ability granted by the paired Materia is used, the user will automatically follow up with a regular physical attack.

Sneak Attack: This Materia allows the user to open the fight before turns even begin, with one of the abilities granted by the paired Materia, be it a Command, Spell or Summon.

All: Spells granted by the paired Materia have the option of affecting a whole area instead of a single target. However, using the wider range decreases their power by 1/3. Note: The first video states the All Materia reduces damage to 1/3, however, this is incorrect as it reduces it by 1/3.

Countering Materia: When an enemy move connects these Materia allows the user to retaliate immediately after. The chances of counterattacking depend on the level of the Materia: at level 1 the chance is of 20%, while at level 5, a Mastered Mastered Materia, the chances are of 100%. If several Materia for counterattacking are equipped the effects of all of them will trigger after the user is attacked, however, the maximum of Counter Moves that can activate at once is 8, even if the user is equipped with a larger amount of Countering Materia. Notably, if the user is attacked with a combo move, each strike may trigger the counter effect. The specific properties of each Counter Materia are as follows:

Counter: The user will counter with the command of the paired Command Materia. Does not work with 2x/4x-Cut, Slash-All and Flash.

Magic Counter: The user will counter with a Spell granted by the paired Magic or Summon Materia, normally the most powerful ability granted by it. If the user has Magic Counter linked to a support Materia such as Restore (which bestows the Cure Spells) or Heal (which bestows Poison, Esuna and Resist), they will react by healing themselves instead of attacking.

Final Attack: Unlike the previous two Materia, this one is activated when the user is defeated in battle. They will use the most powerful Command or Spell granted by the paired Materia as a last resort before passing out. One notable combo is linking Final Attack with either the Revive or Phoenix Materia, which allows the user to recover from a near death state to keep fighting. Unlike the previous two Materias, Final Attack will always activate, but it has a limited number of uses, with a total of five when the Materia is mastered.

Note: The linked video discussing Materia Combinations confuses Paralysis and Stop as the same status condition, however, this is incorrect, as they are separateStatus Conditions. Alternatively, it may be a confusion of Stop inducing abilities being mistaken as Paralyzing ones, however, the only Materia that can inflict Paralysis is Hades when Summoned and no Materia can do so via Added Effect.

Independent Materia:

Counter Attack: When an enemy’s attack connects, the user will counter with a regular physical attack. Similar to the Counter Move Support Materia mentioned above, this Materia has a higher chance of activating the higher its level of mastery, with 20% at level 1 and 100% when mastered at level 5. If the user is attacked with a combo attack, each strike may trigger the counter. Additionally, if the user is equipped with the Added Effect Materia, the Counter Attacks may inflict Status Effects.

Mega All:Up to five times per battle, the user can turn all single-target Spells and Commands at their disposal into Area of Effect abilities. Does not work with Enemy Skills which have pre-set range.

Long Range: This Materia allows the user to reach with regular physical attacks enemies who are beyond their normal physical range. Additionally, the damage isn’t diminished by distance.

Pre-Emptive: Increases the wearer’s chances to sneak on and catch off-guard the enemy, also prevents them from being caught off-guard or ambushed themselves. Although some scripted battles can be Pre-Emptive battles, that is mostly due to a loophole in the mechanics of random encounters.

UnderwaterMateria: This Materia allows the user to breathe underwater, resist the pressure and see at the bottom of the ocean while moving as freely as if they were on land.